Search found 23 matches
- Thu Dec 19, 2024 12:28 am
- Forum: Duplicates
- Topic: Modules on the space platform removed before we have a replacement
- Replies: 2
- Views: 160
Modules on the space platform removed before we have a replacement
I have a space platform in white quality and using an upgrade planner to upgrade it to the blue one. After applying an upgrade planner, white modules immediately removed and just waiting for the blue modules, despite that there is none on the way or in stock. This is really annoying. On the planet, ...
- Tue Dec 10, 2024 1:12 am
- Forum: Technical Help
- Topic: Last hope: blueprint library recovery from save file. (v1.1.9+)
- Replies: 25
- Views: 23455
- Thu Dec 05, 2024 2:20 pm
- Forum: Not a bug
- Topic: You can use pipette on a signal in logic elements if item is in your inventory
- Replies: 2
- Views: 196
Re: You can use pipette on a signal in logic elements if item is in your inventory
Nope, I did not, thank you. Probably should be enabled by default.
- Tue Dec 03, 2024 6:55 pm
- Forum: Not a bug
- Topic: You can use pipette on a signal in logic elements if item is in your inventory
- Replies: 2
- Views: 196
You can use pipette on a signal in logic elements if item is in your inventory
If you stay near a combinator (not in the map mode), oepn it and try to pick a signal with item you don't have (e.g. the ice block), you can't do it. But if you put it in your bag - it works. Seems pipette picks a real item in such case.
- Mon Dec 02, 2024 4:47 pm
- Forum: Not a bug
- Topic: UX issue when building unique signals set
- Replies: 3
- Views: 183
Re: UX issue when building unique signals set
Can't you just move a topic there?
- Sun Dec 01, 2024 11:51 pm
- Forum: Not a bug
- Topic: UX issue when building unique signals set
- Replies: 3
- Views: 183
UX issue when building unique signals set
You can't have multiple similar signals in some sets, like requests. Currently if I have inserter with normal quality inserter requested, I can't select inserter until I select other quality. Would be better if I could select any item or quality, but 'ok' button would be disabled if there is a confl...
- Sun Dec 01, 2024 11:48 pm
- Forum: Bug Reports
- Topic: Pipette/drag does not work in constant combinator properly
- Replies: 1
- Views: 130
Pipette/drag does not work in constant combinator properly
Sometimes I need to extract signals into separate group. And I need to choose signals manually again.
Instead, pipette should work like in other things.
Also it would be even better just to be able to drag between groups.
Instead, pipette should work like in other things.
Also it would be even better just to be able to drag between groups.
- Sun Dec 01, 2024 2:16 pm
- Forum: Not a bug
- Topic: Construction bots bringing unwanted items when they can avoid that
- Replies: 4
- Views: 288
Re: Construction bots bringing unwanted items when they can avoid that
But in such case personal bots should not deconstruct the thing maybe? If other bots available in the stationary network?
Feels like this could be optimized.
Feels like this could be optimized.
- Sun Dec 01, 2024 1:46 pm
- Forum: Not a bug
- Topic: Construction bots bringing unwanted items when they can avoid that
- Replies: 4
- Views: 288
Construction bots bringing unwanted items when they can avoid that
To reproduce: - set request filters - set the checkbox to dump non-requested - stay in the aoe of stationary network with ports and free logistics space - have some construction bots in inventory and enabled - deconstruct something nearby you don't request in logistic requests (e.g. box with unwante...
- Sun Dec 01, 2024 1:27 pm
- Forum: Bug Reports
- Topic: Search filter resets occasionally
- Replies: 0
- Views: 86
Search filter resets occasionally
To reproduce:
- open UI
- search for something
- do other stuff
- list becomes unfiltered
Noticed cases:
- group removal in the groups combo-box
- pick and put a blueprint
- open UI
- search for something
- do other stuff
- list becomes unfiltered
Noticed cases:
- group removal in the groups combo-box
- pick and put a blueprint
- Sun Dec 01, 2024 12:04 pm
- Forum: Outdated/Not implemented
- Topic: Add options to exclude logistic elements from the network
- Replies: 4
- Views: 270
Re: Add options to exclude logistic elements from the network
No luck, sorry for the noise. Not sure what was that. Maybe Fulgora playing with my mind
- Sun Dec 01, 2024 11:35 am
- Forum: Outdated/Not implemented
- Topic: Add options to exclude logistic elements from the network
- Replies: 4
- Views: 270
Re: Add options to exclude logistic elements from the network
I'm confused. Just tried to reproduce it and failed. But i'm pretty sure I've seen this on the logistics map. Gonna try more.CheeseMcBurger wrote: βSun Dec 01, 2024 11:05 am > And my personal belongings screw them up.
What do you mean by "your personal belongings"? Items in your inventory are not in the logistics network.
- Sun Dec 01, 2024 10:25 am
- Forum: Outdated/Not implemented
- Topic: Add options to exclude logistic elements from the network
- Replies: 4
- Views: 270
Add options to exclude logistic elements from the network
The problem: I have a recipe selector based on the amount of ingredients in the logistic network. And my personal belongings screw them up. Because assembler switches to the recipe and requests the ingredients via chest, but they can't be delivered, because they are in my bag. I still want bots to d...
- Sun Dec 01, 2024 10:06 am
- Forum: Pending
- Topic: Logic elements frames issues
- Replies: 0
- Views: 88
Logic elements frames issues
There are few issues I feel now: - bottom signal frames reducing to the 1 row if condition is big. And this is pain (see attachment). - missing search (I have some huge conditions and browsing manually not good).Also could be useful to look through the large amount of signals (other screenshot) - be...
- Sun Dec 01, 2024 3:38 am
- Forum: Ideas and Suggestions
- Topic: Allow connecting wires to funaces
- Replies: 13
- Views: 619
Re: Allow furnace to connect to the circuit network
The industrial furnace from AAI Industry can support circuit network if the mod itself adds supports. Internally it's a regular assembling machine, which you can see cause you can manually select recipes. Good to know, thank you. But question stays about informational signals from regular furnance ...
- Sat Nov 30, 2024 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Allow connecting wires to funaces
- Replies: 13
- Views: 619
Re: Allow furnace to connect to the circuit network
tbh I'm playing with aai and need to change reciepy for undustiral furnaces.
But, I also need to have a work complete signal and readings provided by the assembler, for example.
It would be consistent if all buildings could do that
But, I also need to have a work complete signal and readings provided by the assembler, for example.
It would be consistent if all buildings could do that
- Sat Nov 30, 2024 8:21 pm
- Forum: Ideas and Suggestions
- Topic: Allow connecting wires to funaces
- Replies: 13
- Views: 619
Allow furnace to connect to the circuit network
It is a bit controversial that you can connect circuit network and set recepy for some buildings, but not furnaces. Why are they so special?
I'm trying to set up circuit-based base on Fulgora and now i need to have furnaces to make bricks if I don't have enough from recycling.
I'm trying to set up circuit-based base on Fulgora and now i need to have furnaces to make bricks if I don't have enough from recycling.
- Tue Nov 05, 2024 12:39 am
- Forum: Ideas and Suggestions
- Topic: Display the train stop priority in the stops list UI
- Replies: 0
- Views: 90
Display the train stop priority in the stops list UI
Currently you are unable to see the priority value for the train stops in the list.
Ideally would be nice to see and sort by it.
Ideally would be nice to see and sort by it.
- Tue Nov 05, 2024 12:28 am
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 66
- Views: 17258
Snap to the existing ghost while building
For example: Make a ghost for loading/unloading station with steel boxes, inserters and stuff. Personally take a steel box from the inventory and start filling the ghost keeping mouse down. Move a mouse pointer to the nearby other item (inserter, for example) Expected: - steel box won't be placed in...
- Fri Nov 01, 2024 2:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] Train map does not preserve options
- Replies: 2
- Views: 1347
[Klonan] Train map does not preserve options
To reproduce: - open a train UI (not the list of the trains, but when selecting particular train) - change the map options (what to show/not) - close a train UI - open a train UI Expected: - markers are the same as they were set in the previous step Actual: - markers are back to some default state T...